/* * Author: Glowbal * Makes a copy of a dead body. For handling dead bodies for actions such as load and carry. * * Arguments: * 0: The oldbody * 1: The caller * * Return Value: * Returns the copy of the unit. If no copy could be made, returns the oldBody * * Example: * [bob, kevin] call ACE_medical_fnc_copyDeadBody * * Public: No */ #include "script_component.hpp" private ["_newUnit", "_class", "_group", "_position", "_side", "_name"]; params ["_oldBody", "_caller"]; if (alive _oldBody) exitWith {_oldBody}; // we only want to do this for dead bodies _name = _oldBody getVariable ["ACE_name", "unknown"]; _class = typeOf _oldBody; _side = side _caller; _group = createGroup _side; _position = getPos _oldBody; _newUnit = _group createUnit [typeOf _oldBody, _position, [], 0, "NONE"]; _newUnit setVariable ["ACE_name", _name, true]; _newUnit disableAI "TARGET"; _newUnit disableAI "AUTOTARGET"; _newUnit disableAI "MOVE"; _newUnit disableAI "ANIM"; _newUnit disableAI "FSM"; removeallweapons _newUnit; removeallassigneditems _newUnit; removeUniform _newUnit; removeHeadgear _newUnit; removeBackpack _newUnit; removeVest _newUnit; _newUnit addHeadgear (headgear _oldBody); _newUnit addBackpack (backpack _oldBody); clearItemCargoGlobal (backpackContainer _newUnit); clearMagazineCargoGlobal (backpackContainer _newUnit); clearWeaponCargoGlobal (backpackContainer _newUnit); _newUnit addVest (vest _oldBody); clearItemCargoGlobal (backpackContainer _newUnit); clearMagazineCargoGlobal (backpackContainer _newUnit); clearWeaponCargoGlobal (backpackContainer _newUnit); _newUnit addUniform (uniform _oldBody); clearItemCargoGlobal (backpackContainer _newUnit); clearMagazineCargoGlobal (backpackContainer _newUnit); clearWeaponCargoGlobal (backpackContainer _newUnit); {_newUnit addMagazine _x} count (magazines _oldBody); {_newUnit addWeapon _x} count (weapons _oldBody); {_newUnit addItem _x} count (items _oldBody); _newUnit selectWeapon (primaryWeapon _newUnit); // We are attaching the old unit and hiding it, so we can keep the original unit until later. _oldBody attachTo [_newUnit, [0,0,0]]; if (isMultiplayer) then { hideObjectGlobal _oldBody; } else { hideObject _oldBody; }; _newUnit setVariable [QGVAR(copyOfUnit), _oldBody, true]; _oldBody setVariable [QGVAR(hasCopy), _newUnit, true]; _newUnit setVariable ["ACE_isDead", true, true]; _newUnit setVariable ["ACE_isUnconscious", true, true]; _newUnit setVariable [QGVAR(disableInteraction), true, true]; _oldBody setVariable [QGVAR(disableInteraction), true, true]; [_newUnit, 0.89] call FUNC(setStructuralDamage); _newUnit;